Chronicles

Session Chronicle
20 TBD Blablabla
19 Killing Izek Blablabla
18 Bonds Last session, after everything that had happened, Caspian found Kaz alone by the stairs, clearly weighed down by his thoughts. The two shared a quiet moment, where Caspian reassured him that what he was feeling wasn’t weakness—but proof that he had truly cared. That kind of pain only comes from something real. Kaz admitted he didn’t know how to forget, but Caspian told him he wouldn’t have to—the memories would stay, but in time, they would hurt less.
The moment ended in a tight embrace, and the two eventually returned to their room, where they rested for the night.
Meanwhile, Sofia spoke with Father Lucian about his brother and learned more about vampire spawn—how they are created, and what becomes of them. The knowledge left her with more questions than answers.
The next morning, the 4th of Neyvr began. Avery and Sofia were up early—Avery training while Sofia helped around the inn. A few hours later, Kaz and Caspian woke as well. Kaz noticed the bite marks on Caspian’s neck and gently confronted him about it. After some hesitation, Caspian revealed the truth: on the night his family was slaughtered, a vampire had drained him completely… yet he neither died nor turned.
Kaz attempted to sense anything unnatural within him, but found nothing.
Before the moment could settle, Caspian quickly broke the tension with a small, impulsive gesture—pressing a brief kiss to Kaz’s forehead before slipping away downstairs.
The party regrouped for breakfast and, with their invitation to dinner looming, set out into Vallaki to prepare—seeking proper clothing for the evening ahead.
17 The man behind the mask Last session, the party tracked down Rictavio near his wagon, only to find him already there, seemingly expecting their arrival. After a tense and evasive conversation, he invited them inside—where they were shocked to find Arabelle, alive and unharmed. At her request, Rictavio dropped his disguise, revealing himself as Rudolph van Richten, the legendary monster hunter. The party quickly learned that he had not kidnapped Arabelle, but instead rescued her from vampires. These vampires had taken her because Strahd had placed a bounty on her, marking her as a target. Arabelle then revealed something even more unsettling—she is a seer, like her grandmother Madam Eva. This explained how she seemed to know about the party’s journey and the hardships they had faced, despite being missing the entire time. Before the group could fully process this, they were interrupted by the arrival of Arrigal, Arabelle’s uncle, who had been tracking both her and the party. Tensions rose immediately as it became clear that Arrigal served Strahd, though he also genuinely intended to bring Arabelle home. With mistrust on both sides, he and Van Richten nearly came to blows, each believing the other to be a threat to the girl. In an effort to uncover the truth, Van Richten used magic to question a severed head connected to the earlier events. The head confirmed that it had served Strahd—and that Strahd himself had ordered Arabelle’s capture, assigning the task to the vampire Escher. With the truth revealed, the tension slowly deescalated. An agreement was reached: Arrigal and Van Richten would escort Arabelle safely to the church, where she would be protected from further harm. In return, Arrigal offered the party a single favor—he would provide false information to Strahd on their behalf, but only once. After parting ways, the party returned to Vallaki and split up briefly. Caspian sought out Van Richten for a private conversation, asking about a strange and troubling condition—someone bitten by a vampire who neither dies nor turns. Intrigued, Van Richten agreed to study a sample of his blood and promised answers within a couple of days. Elsewhere, the party regrouped at the inn, where a letter awaited them—an invitation to dinner the following evening. Over food and drink, the group shared a rare, quiet moment together as the conversation turned personal. One by one, they revealed why they had come to Barovia: Avery seeking revenge for his fallen brother, Sophia searching for Eliana, taken by Strahd, Caspian carrying the weight of his family’s slaughter, and Kaz, who admitted he had been brought here as punishment, stripped of much of his power. Later that night, the weight of those memories began to show. Kaz withdrew, clearly shaken, and Caspian followed him. In a quiet moment, Kaz began to open up about loss, love, and the pain of remembering—but before he could fully express it, the emotions became too much, and he left, leaving Caspian alone with the silence.
16 Ink and Illusion Last session, the party traveled to the wizard’s tower after discovering the mysterious signet ring from Kasimir. At the base of the tower, they found an iron door covered in arcane symbols representing different schools of magic. Realizing the puzzle was connected to the ring, they eventually unlocked the door by pressing the symbols for evocation and necromancy. Inside, they discovered a central chamber with four stone statues holding chains attached to a platform that functioned as an elevator. Still recovering from earlier injuries, the party split briefly. Sophia and Avery rode the platform up first to scout the tower. At the top floor, they found a room that looked old but recently lived in. While searching the room, Sophia discovered a silver dagger wrapped in colorful bracelets, while Avery found papers near a stove—an advertisement for Rictavio’s carnival and a page from a diary. When Avery read the entry aloud, Caspian recognized the handwriting. After comparing it with a page from a monster guide in his possession, he realized the truth: the handwriting belonged to Rudolph van Richten, the legendary monster hunter. Combined with the shapeshifting Caspian had seen the night before, the party concluded that Rictavio is actually Van Richten in disguise. With that discovery, the party left the tower and began traveling back toward Vallaki. Along the road, they encountered two trappers who introduced themselves as Zsolt and Mathilda from Krezk. After a suspicious conversation and a strange warning about a deadly Vistani phantom, Caspian asked the man to show his teeth—revealing the truth. Both strangers transformed into werewolves, and a fierce battle broke out. The fight was brutal. Sophia nearly died before Kaz managed to save her with a healing potion. In the end, the party killed Zsolt, but Mathilda managed to escape into the forest. Wounded and exhausted, the party returned to the Blue Water Inn to rest, eat, and recover.
15 The sigil of Khazan Last session, the party returned to the Baron’s mansion to investigate the mysterious signet ring. After being granted access to the library, they searched for answers but found nothing directly about the ring. Instead, they uncovered something unexpected: records showing that Izek’s long-lost sister—believed dead—was named Ireena, the very woman the party has been protecting. His obsession suddenly made far more sense. Their search was interrupted by Victor Vallakovich, the Baron’s son. Noticing that his grimoire bore the same symbols as the ring, the party questioned him. After some negotiation, Victor agreed to help in exchange for one of Caspian’s books. He revealed that the sigil belonged to a wizard named Khazan, who built a tower somewhere outside Vallaki, and pointed them toward someone near the Luna River who could guide them. Following that lead, the party left the city and found two trappers who gave them directions to the tower. Along the road, they discovered a handkerchief marked “R.V.R.” before being ambushed by strange scarecrow-like creatures, which they quickly defeated. Eventually, they reached the tower—and a nearby wagon covered in warnings belonging to Esmeralda d’Avenir. Ignoring the signs, Caspian attempted to open it, triggering a violent explosion. He took the brunt of the blast and was nearly killed by a spiked net trap, but the party managed to save him just in time. After recovering and searching the wagon for supplies, the group finally turned their attention to the wizard’s tower itself.
14 Masks of Vallaki After leaving the coffin maker’s shop, the party stopped by Blinsky’s toy store to find a birthday gift for Arabelle. Inside, they discovered shelves of unsettling toys—including a doll that looked eerily like Ireena, commissioned monthly by Izek. Unnerved, they purchased a more appropriate doll and left. Outside, they spotted Izek posting flyers for the upcoming festival. When Caspian tore one down, he discovered older festival posters layered beneath it, suggesting this celebration is being forced upon Vallaki again and again. Back at the Blue Water Inn, the party rested and split up briefly. Upstairs, Caspian revealed something deeply personal to Kaz: dark, shadow-like markings crawling across his hand. In a rare moment of vulnerability, he allowed Kaz to heal his wounded knuckles, the two sharing a quiet and intimate exchange before rejoining the others. The party then traveled to the Vistani settlement to deliver Arabelle’s gift—only to discover she had gone missing the night before. Her father, Luvash, was beside himself with grief and rage. The only clue left behind was a mysterious signet ring, now held by the dusk elf Kasimir. He confirmed the ring bears runes of evocation and necromancy magic but could not identify its owner. The Vistani suggested the Baron’s library might hold answers, though they themselves cannot enter Vallaki. With the ring in Avery’s possession and new questions looming, the party returned to the city and approached the Baron’s mansion once more—this time seeking access to his library, and perhaps the first real clue to finding Arabelle.
13 The Chase The party pursued Volenta across the rooftops of Vallaki after recovering the bones. Caspian led the chase with Sophia close behind, while Kaz and Avery struggled to keep up. Sophia managed to stop Volenta with magic, allowing Caspian to restrain her. What followed was a tense rooftop interrogation. Volenta revealed that Sophia’s beloved, Eliana, is being held in Castle Ravenloft—and cruelly claimed to have tasted her blood. She also taunted Caspian about his past and Strahd’s interest in him, only fueling his anger. Before the party could finish her, Volenta broke free and fled across the rooftops. Avery and Caspian gave chase, but she ultimately escaped Vallaki. Frustrated and furious, Caspian lashed out, while Sophia collapsed in grief over what she’d learned. The group regrouped on the rooftops, sharing a quieter moment of comfort before making their way back down. They returned to the coffin maker’s shop, where Henrik confessed that Strahd had manipulated him into sheltering the vampires and stealing the church’s bones as part of a plan to destroy St. Andral’s protections. With the truth uncovered, Father Lucian and Ireena took the recovered bones back to the church for safekeeping. Bruised, shaken, and with Volenta still at large, the party left the shop to tend to their wounds and decide their next move in Vallaki.
12 The bones of St. Andral After their meeting with the Baron, the party escorted Ireena to St. Andral’s Church, hoping it would be a safe refuge. On the way in, they briefly met Henrik van der Voort, the local coffin maker, before speaking with Father Lucian. He revealed troubling news: the blessed bones of St. Andral—what kept the church hallowed ground and safe from vampires—had been stolen the night before. Unless the bones were recovered before the upcoming festival, the church’s protection would fail, leaving Ireena in danger. The party split up to investigate. Evidence at the crypt suggested the thief escaped through a window, while questioning the altar boy Yeska pointed them toward Milivoj. Confronted at his home, Milivoj eventually confessed that he had stolen the bones for Henrik in exchange for money. The party, along with Father Lucian and Ireena, went to Henrik’s shop at the stockyard. The place was boarded up, and when Henrik refused to open the door, they forced their way inside. Henrik admitted the bones were upstairs but warned them that vampires were hiding there. The party pushed forward anyway. Upstairs, they found the bones—but triggered a poisoned trap in the process. Moments later, vampires attacked from the next room. During the fight, they discovered one of them was Volenta Popofsky, one of Strahd’s favored minions. The party managed to defeat the vampires and recover the bones, but Volenta escaped through a window. Without hesitation, Caspian leapt after her, beginning a rooftop chase through Vallaki as the session came to a close.
11 The village of Vallaki Last session, after a long and dangerous journey, the party finally reached the gates of Vallaki. Outside the walls, Ireena chose to remain at the refugee camp for the night, promising to meet the group again in the morning. The party entered the city under strict guard inspection—forced to show their teeth and surrender any silver. Through a bit of clever deception, they kept their valuables, paid the entry fee, and made their way inside. They tried to meet the Baron that evening but were told to return in the morning, so they secured rooms at the Blue Water Inn instead. That night, a flamboyant bard named Rictavio entertained the tavern with dramatic tales of monsters. While Sophia and Avery listened, Kaz and Caspian stayed behind, sharing drinks and quietly admitting they were still unsure they could trust Sophia. The night ended with them retiring to their room, where a quieter, more personal moment passed between them. Elsewhere in the inn, Sophia had a private conversation with the innkeeper that the rest of the party did not hear. The next morning, Sophia abruptly woke Kaz and Caspian. Avery was nowhere to be found, and suspicion soon turned toward Rictavio. At Kaz’s request, Caspian followed him through the streets and discovered the bard was magically disguising his true identity—though he lost him before learning more. After regrouping and reuniting with Ireena, the party headed to their scheduled meeting with the Baron. Outside the Baron’s mansion, they witnessed his cruelty firsthand as he publicly humiliated a woman, flanked by his mastiffs and his unsettling right-hand man. Inside the dark, shuttered mansion, Ireena pleaded for shelter for the refugees outside the walls, but the Baron refused outright. When questioned about Strahd, he insisted that his upcoming festival—just days away—would keep “the Devil” at bay. He invited the party to attend as honored guests before leaving them with a chilling promise: “All will indeed be well.” And with that, the party was left alone in the Baron’s mansion, uncertain what in Vallaki could truly be trusted.
10 The journey towards Vallaki The party continued their journey from the camp toward Vallaki. After a heartfelt farewell to Marianne, the group met Sophia, a new character with confidence and charm. They faced multiple combat encounters, including wolves and a werewolf, while navigating the eerie Barovian landscape. The session concluded with the party reaching just outside Vallaki.
09 The future has been foretold The players play the Game of Stories with the Vistani at the camp. They get a card reading by madam Eva.
08 A seeker has been seeked The players beat the strix and help the blue-tipped wing back to health. They also finally meet madam Eva and speak to her.
07 A Journey ahead The players and Ireena start traveling towards Tser Pool and Vallaki. They meet Strahd himself on the way.
06 Not just Zombies sent to the grave The Players help Shaggy defeat the zombie. The burgomaster died. They go to the church and talk to Doru and it all goes well. They now have to prep to leave the village.
05 Protecting the east barricade Protecting the east barricade
04 Welcome to Barovia The players enter Barovia, find a dead body in the woods and head towards the Village of Barovia
03 Tutorial completed The players beat Walter down in the dungeon of the Death house, escape and finally enter Barovia
02 Down to the Dungeon we go The players manage to find the secret entrance to the Dungeons
01 The Torture may commence The players meet each other for the first time and find themselves in front of the Death House. They have 6 hours to traverse the house and find the beast in the dungeons.

Journal: Chronicles | Quests | Characters | Battles | XP | Loot | Happy Tracker

Home